Homebrew List of DS Emulators

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Apparently that's already taken place. According to a post over at GBARL.it, Evrain already knows about it and is going to forward the information to Lino. Maybe we'll have iDeaSmuME or something... But to have the speed of DeSmuME and compatibility of iDeaS would be really great. We'll see soon enough!

Lino can not take any code from DeSmuME unless he wants iDeaS to fall under GPL which I'm sure he doesnt.

anywho ive added saving/loading sram and also savestates to DeSmuME and also most of the arm 7/9 bios functions which are mainly only useful for homebrew, i dunno if i should release it so I'm not at the moment
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Well, I (and I'm sure many others) would be thankful if you did. Some games like Phoenix Wright for instance would greatly benefit from save states.
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anywho ive added saving/loading sram and also savestates to DeSmuME and also most of the arm 7/9 bios functions which are mainly only useful for homebrew, i dunno if i should release it so I'm not at the moment
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Very funny, I think. Wishful thinker.
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If you really did. We will applauding you for your successfully with it.
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Errrm, he's telling the truth. He's a friend of mine and I've played around with the build he made that has savestates, they do indeed work (for homebrew and e3 demos at least). Go Go PmHacks!
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anywho ive added saving/loading sram and also savestates to DeSmuME and also most of the arm 7/9 bios functions which are mainly only useful for homebrew, i dunno if i should release it so I'm not at the moment
tongue.gif


Very funny, I think. Wishful thinker.
unsure.gif


If you really did. We will applauding you for your successfully with it.
happy.gif


Errrm, he's telling the truth. He's a friend of mine and I've played around with the build he made that has savestates, they do indeed work (for homebrew and e3 demos at least). Go Go PmHacks!
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Does saving work with EEPROM 4k, 64k, or FLASH 2Mb games? Or homebrew games only? Or just Aussie games?
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Errrm, he's telling the truth. He's a friend of mine and I've played around with the build he made that has savestates, they do indeed work (for homebrew and e3 demos at least). Go Go PmHacks!
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Nice!!! Can't wait for commercial games as well.

Does saving work with EEPROM 4k, 64k, or FLASH 2Mb games? Or homebrew games only? Or just Aussie games?Â
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Yes and no..he says below:

QUOTE(Opium @ Apr 18 2006, 11:18 PM)
they do indeed work (for homebrew and e3 demos at least). Go Go PmHacks!
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LOL
 
Unfortunely saving only works on homebrew as i havent yet worked out how commercial games save once i do i can simply redirect them to save to the gba sram
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and savestates should work fine on all games as ive added the gfx banks now which werent in the version i sent opium and ive tested the savestates on phoenix wright and they are working not sure how well but they are working mostly there may be a few glitches in it so im not releasing it until ive done some more tests.

im hoping to fix up some of the 2d gfx bugs like the barrier in the e3 demo 'table hockey' but i dunno how long that will take
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nice going with the savestates, i can't simply wait.

Update:
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No$GBA 2.2c released!
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A new version of this GBA / NDS emulator is out. It features imporvements on the NDS emulation side. Here is the full changelog :

- nds/tcm/debug: accepts "odd" (non-16MB-aligned) dtcm-base without warnings
- nds/help: specified recommended TCM areas (emulation performance friendly)
- web: added "no$nds" iomap screenshots, changed "gbanotes.txt" for v2.2c
- dos/help: dynamically counts help line numbers, then allocates helpptrseg buf
- nds/bugfix: fixed crash on nds-to-gba switch (hack_win_sizes post init_addr)
- nds/controls: supports new x/y buttons, fixed normal joypad input on nds7
- nds/debug: adjust_addr supports iopt, vram, and dtcm/itcm (also for 80x86 swi)
- dma/nds: accepts large word-counts for nds9 dma transfers (max 200000h units)
- dma/nds: masks-out unused sad,dad,len/cnt bits of nds7/nds9 dma registers
- dma/nds/help: added note about nds7-dma having same restrictions as gba-dma
- dma/gba: fixed various "write-only" emulation glitches of various DMA ports
- dma/gba/nds: supports rarely used 8bit DMA port access (by ldrb/strb opcodes)
- nds/cp15: emulates fixed cp15 bits, mirrored/unified cp15-pu-region-registers
- freeware version: re-fixed error-count (ignores bios-bugs, thanks dave murphy)
- nds/debug: full iomap, 10 tabs (Lcd-A/B/3D,CpMem/SpiRtc/Snd,DmaTmr/IrqIpc-7/9)
- nds/help: added note about absent cp15 fast context switching extension (fcse)
- nds/help: added list of read-write/read-only cp15 control register bits
- nds/tcm: supports move/enable/disable/mirroring, re-supported JUMPs in ITCM
- nds/tcm: created separate dtcm/itcm/anytcm handlers, mounted where needed
- nds/ipc: help: added 16 word ipc fifo size, emu: "ipc-clear" sets empty-flag
- nds/3d/help: added new chapter with 3D video specs (about 70% complete)
- nds/3d/fifo/pipe/load/push/pop/mul: emulated basic 3D functions (by software)
- nds/tcm: emulates unused CP15 bits=zero, ITCM not-moveable, ITCM/DTCM priority
- nds/tcm/help: rev-engineered DTCM vs ITCM priority, and NON-moveable ITCM
- nds/memory: moved GBA-SRAM address to A000000h (unlike GBA-style E000000h)
- nds/memory: moved GBA-EEPROM expected address to WS0 (unlike GBA-style WS2)
- nds/memory: truncated GBA-ROM to WS0 (without GBA-style WS1, WS2 mirrors)
- snaps: fixed snapshot load/save (memadr_regs instead bugged v2.2 memadr_vals)
- a22i: definitions by "global equ $" preserve @@local labels (unlike global:)
- help/htm: eliminated unwanted TABLE-spacing that appeared around PRE sections
- xboo: fixed silly bug that crept into gba-xboo-mode (@@non_nds -> AFTER ret)

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i havent checked any compatibility list yet, so im wondering what can it run now... anyone tried it?
 
At least we see that the ppl are working on the emulators ...

hope that we will see something of that new desmume team in the next time ... atm there are not realy any infos of what they are doing ...
 
Dualis R20.1 makes the scene... this emulator is still moving strong!

GPU: Fixed some texture transparency problems
GPU: Fixed some bugs when rendering 16-color rotoscale OBJs
GPU: Fixed some bugs when rendering extended palette rotoscale BGs
MMU: Added experimental SPI touchscreen handling
MMU: Fixed some bugs in the handling of long filenames in the FAT
GUI: Improved timer event handling a bit
GUI: Fixed .zip loading
GUI: Added support for .7z loading


The SPI touchscreen handling is not perfect yet and only works somewhat, so the old faked method is still used as a fallback for homebrew ROMs using libnds.
 
Uhh the main site for the no$ emulator specifically has a link on there for the download. I mean the english is clear enough for a 3rd grader. I had no problem getting it a few days ago.
 
Uhh the main site for the no$ emulator specifically has a link on there for the download. I mean the english is clear enough for a 3rd grader. I had no problem getting it a few days ago.

I thought the download link in the official site was for older versions of No$gba v2.2, like v2.2b, not v2.2c, Mr. 3rd grade English.
 
Seems a few fools around here recently like to make lame cheapshots at me. Whatever. All you have here are words and they're basically meaningless.
 
Bah, break it up you too. It's not worth arguing/insulting each other over.

Anyhow, thanks for everyone who's been providing updates, like I mentioned before I really wasn't aware of the scene back when many of the emulators were being made, so I never got to see the progress and it's exciting to see people working and finding out new things.

Here's hoping for more updates!
 

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